/* * MapView.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "MapView.h" #include "MapRenderer.h" #include "mapHandler.h" #include "CAdvMapInt.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../gui/CGuiHandler.h" #include "../render/CAnimation.h" #include "../render/Canvas.h" #include "../renderSDL/SDL_Extensions.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapping/CMap.h" MapViewCache::~MapViewCache() = default; MapViewCache::MapViewCache(const std::shared_ptr & model) : model(model) , mapRenderer(new MapRenderer()) , terrain(new Canvas(model->getCacheDimensionsPixels())) { } Canvas MapViewCache::getTile(const int3 & coordinates) { return Canvas(*terrain, model->getCacheTileArea(coordinates)); } void MapViewCache::updateTile(const std::shared_ptr & context, const int3 & coordinates) { Canvas target = getTile(coordinates); mapRenderer->renderTile(*context, target, coordinates); } void MapViewCache::update(const std::shared_ptr & context) { Rect dimensions = model->getTilesTotalRect(); for(int y = dimensions.top(); y < dimensions.bottom(); ++y) for(int x = dimensions.left(); x < dimensions.right(); ++x) updateTile(context, {x, y, model->getLevel()}); } void MapViewCache::render(Canvas & target) { Rect dimensions = model->getTilesTotalRect(); for(int y = dimensions.top(); y < dimensions.bottom(); ++y) { for(int x = dimensions.left(); x < dimensions.right(); ++x) { int3 tile(x, y, model->getLevel()); Canvas source = getTile(tile); Rect targetRect = model->getTargetTileArea(tile); target.draw(source, targetRect.topLeft()); } } } std::shared_ptr MapView::createModel(const Point & dimensions) const { auto result = std::make_shared(); result->setLevel(0); result->setTileSize(Point(32, 32)); result->setViewCenter(Point(0, 0)); result->setViewDimensions(dimensions); return result; } MapView::MapView(const Point & offset, const Point & dimensions) : model(createModel(dimensions)) , context(new MapRendererContext()) , controller(new MapViewController(context, model)) , tilesCache(new MapViewCache(model)) { pos += offset; pos.w = dimensions.x; pos.h = dimensions.y; } void MapView::show(SDL_Surface * to) { Canvas target(to); Canvas targetClipped(target, pos); CSDL_Ext::CClipRectGuard guard(to, pos); controller->update(GH.mainFPSmng->getElapsedMilliseconds()); tilesCache->update(context); tilesCache->render(targetClipped); } void MapView::showAll(SDL_Surface * to) { show(to); } int3 MapRendererContext::getMapSize() const { return LOCPLINT->cb->getMapSize(); } bool MapRendererContext::isInMap(const int3 & coordinates) const { return LOCPLINT->cb->isInTheMap(coordinates); } const TerrainTile & MapRendererContext::getMapTile(const int3 & coordinates) const { return CGI->mh->getMap()->getTile(coordinates); } const CGObjectInstance * MapRendererContext::getObject(ObjectInstanceID objectID) const { return CGI->mh->getMap()->objects.at(objectID.getNum()); } bool MapRendererContext::isVisible(const int3 & coordinates) const { return LOCPLINT->cb->isVisible(coordinates) || settings["session"]["spectate"].Bool(); } const CGPath * MapRendererContext::currentPath() const { const auto * hero = adventureInt->curHero(); if(!hero) return nullptr; if(!LOCPLINT->paths.hasPath(hero)) return nullptr; return &LOCPLINT->paths.getPath(hero); } size_t MapRendererContext::objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const { assert(groupSize > 0); if(groupSize == 0) return 0; // H3 timing for adventure map objects animation is 180 ms // Terrain animations also use identical interval, however those are only present in HotA and/or HD Mod size_t baseFrameTime = 180; // hero movement animation always plays at ~50ms / frame // in-game setting only affect movement across screen if(movementAnimation && movementAnimation->target == objectID) baseFrameTime = 50; size_t frameCounter = animationTime / baseFrameTime; size_t frameIndex = frameCounter % groupSize; return frameIndex; } size_t MapRendererContext::terrainImageIndex(size_t groupSize) const { size_t baseFrameTime = 180; size_t frameCounter = animationTime / baseFrameTime; size_t frameIndex = frameCounter % groupSize; return frameIndex; } Point MapRendererContext::getTileSize() const { return Point(32, 32); } bool MapRendererContext::showGrid() const { return true; // settings["gameTweaks"]["showGrid"].Bool(); } void MapViewController::setViewCenter(const int3 & position) { assert(context->isInMap(position)); setViewCenter(Point(position) * model->getSingleTileSize(), position.z); } void MapViewController::setViewCenter(const Point & position, int level) { Point betterPosition = { vstd::clamp(position.x, 0, context->getMapSize().x * model->getSingleTileSize().x), vstd::clamp(position.y, 0, context->getMapSize().y * model->getSingleTileSize().y) }; model->setViewCenter(betterPosition); model->setLevel(vstd::clamp(level, 0, context->getMapSize().z)); } void MapViewController::setTileSize(const Point & tileSize) { model->setTileSize(tileSize); } std::shared_ptr MapView::getModel() const { return model; } void MapViewModel::setTileSize(const Point & newValue) { tileSize = newValue; } void MapViewModel::setViewCenter(const Point & newValue) { viewCenter = newValue; } void MapViewModel::setViewDimensions(const Point & newValue) { viewDimensions = newValue; } void MapViewModel::setLevel(int newLevel) { mapLevel = newLevel; } Point MapViewModel::getSingleTileSize() const { return tileSize; } Point MapViewModel::getMapViewCenter() const { return viewCenter; } Point MapViewModel::getPixelsVisibleDimensions() const { return viewDimensions; } int MapViewModel::getLevel() const { return mapLevel; } Point MapViewModel::getTilesVisibleDimensions() const { // total number of potentially visible tiles is: // 1) number of completely visible tiles // 2) additional tile that might be partially visible from left/top size // 3) additional tile that might be partially visible from right/bottom size return { getPixelsVisibleDimensions().x / getSingleTileSize().x + 2, getPixelsVisibleDimensions().y / getSingleTileSize().y + 2, }; } Rect MapViewModel::getTilesTotalRect() const { return Rect( Point(getTileAtPoint(Point(0,0))), getTilesVisibleDimensions() ); } int3 MapViewModel::getTileAtPoint(const Point & position) const { Point topLeftOffset = getMapViewCenter() - getPixelsVisibleDimensions() / 2; Point absolutePosition = position + topLeftOffset; // NOTE: using division via double in order to use std::floor // which rounds to negative infinity and not towards zero (like integer division) return { static_cast(std::floor(static_cast(absolutePosition.x) / getSingleTileSize().x)), static_cast(std::floor(static_cast(absolutePosition.y) / getSingleTileSize().y)), getLevel() }; } Point MapViewModel::getCacheDimensionsPixels() const { return getTilesVisibleDimensions() * getSingleTileSize(); } Rect MapViewModel::getCacheTileArea(const int3 & coordinates) const { assert(mapLevel == coordinates.z); assert(getTilesVisibleDimensions().x + coordinates.x >= 0); assert(getTilesVisibleDimensions().y + coordinates.y >= 0); Point tileIndex{ (getTilesVisibleDimensions().x + coordinates.x) % getTilesVisibleDimensions().x, (getTilesVisibleDimensions().y + coordinates.y) % getTilesVisibleDimensions().y }; return Rect(tileIndex * tileSize, tileSize); } Rect MapViewModel::getTargetTileArea(const int3 & coordinates) const { Point topLeftOffset = getMapViewCenter() - getPixelsVisibleDimensions() / 2; Point tilePosAbsolute = Point(coordinates) * tileSize; Point tilePosRelative = tilePosAbsolute - topLeftOffset; return Rect(tilePosRelative, tileSize); } MapRendererContext::MapRendererContext() { auto mapSize = getMapSize(); objects.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]); for(const auto & obj : CGI->mh->getMap()->objects) addObject(obj); } void MapRendererContext::addObject(const CGObjectInstance * obj) { if(!obj) return; for(int fx = 0; fx < obj->getWidth(); ++fx) { for(int fy = 0; fy < obj->getHeight(); ++fy) { int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z); if(isInMap(currTile) && obj->coveringAt(currTile.x, currTile.y)) { auto & container = objects[currTile.z][currTile.x][currTile.y]; container.push_back(obj->id); boost::range::sort(container, MapObjectsSorter(*this)); } } } } void MapRendererContext::addMovingObject(const CGObjectInstance * object, const int3 & tileFrom, const int3 & tileDest) { int xFrom = std::min(tileFrom.x, tileDest.x) - object->getWidth(); int xDest = std::max(tileFrom.x, tileDest.x); int yFrom = std::min(tileFrom.y, tileDest.y) - object->getHeight(); int yDest = std::max(tileFrom.y, tileDest.y); for(int x = xFrom; x <= xDest; ++x) { for(int y = yFrom; y <= yDest; ++y) { int3 currTile(x, y, object->pos.z); if(isInMap(currTile)) { auto & container = objects[currTile.z][currTile.x][currTile.y]; container.push_back(object->id); boost::range::sort(container, MapObjectsSorter(*this)); } } } } void MapRendererContext::removeObject(const CGObjectInstance * object) { for(int z = 0; z < getMapSize().z; z++) for(int x = 0; x < getMapSize().x; x++) for(int y = 0; y < getMapSize().y; y++) vstd::erase(objects[z][x][y], object->id); } const MapRendererContext::MapObjectsList & MapRendererContext::getObjects(const int3 & coordinates) const { assert(isInMap(coordinates)); return objects[coordinates.z][coordinates.x][coordinates.y]; } size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const { const CGObjectInstance * obj = getObject(objectID); // TODO static const std::vector moveGroups = {99, 10, 5, 6, 7, 8, 9, 12, 11}; static const std::vector idleGroups = {99, 13, 0, 1, 2, 3, 4, 15, 14}; if(obj->ID == Obj::HERO) { const auto * hero = dynamic_cast(obj); if (movementAnimation && movementAnimation->target == objectID) return moveGroups[hero->moveDir]; return idleGroups[hero->moveDir]; } if(obj->ID == Obj::BOAT) { const auto * boat = dynamic_cast(obj); uint8_t direction = boat->hero ? boat->hero->moveDir : boat->direction; if (movementAnimation && movementAnimation->target == objectID) return moveGroups[direction]; return idleGroups[direction]; } return 0; } Point MapRendererContext::objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const { if (movementAnimation && movementAnimation->target == objectID) { int3 offsetTilesFrom = movementAnimation->tileFrom - coordinates; int3 offsetTilesDest = movementAnimation->tileDest - coordinates; Point offsetPixelsFrom = Point(offsetTilesFrom) * Point(32,32); Point offsetPixelsDest = Point(offsetTilesDest) * Point(32,32); Point result = vstd::lerp(offsetPixelsFrom, offsetPixelsDest, movementAnimation->progress); return result; } const CGObjectInstance * object = getObject(objectID); int3 offsetTiles(object->getPosition() - coordinates); return Point(offsetTiles) * Point(32, 32); } double MapRendererContext::objectTransparency(ObjectInstanceID objectID) const { const CGObjectInstance * object = getObject(objectID); if (object && object->ID == Obj::HERO) { const auto * hero = dynamic_cast(object); if (hero->inTownGarrison) return 0; if (hero->boat) return 0; } if (fadeOutAnimation && objectID == fadeOutAnimation->target) return 1.0 - fadeOutAnimation->progress; if (fadeInAnimation && objectID == fadeInAnimation->target) return fadeInAnimation->progress; return 1.0; } MapViewController::MapViewController(std::shared_ptr context, std::shared_ptr model) : context(std::move(context)) , model(std::move(model)) { } void MapViewController::update(uint32_t timeDelta) { // confirmed to match H3 for // - hero embarking on boat (500 ms) // - hero disembarking from boat (500 ms) // - TODO: picking up resources // - TODO: killing mosters // - teleporting ( 250 ms) static const double fadeOutDuration = 500; static const double fadeInDuration = 500; static const double heroTeleportDuration = 250; //FIXME: remove code duplication? if (context->movementAnimation) { // TODO: enemyMoveTime double heroMoveTime = settings["adventure"]["heroMoveTime"].Float(); context->movementAnimation->progress += timeDelta / heroMoveTime; Point positionFrom = Point(context->movementAnimation->tileFrom) * model->getSingleTileSize(); Point positionDest = Point(context->movementAnimation->tileDest) * model->getSingleTileSize(); Point positionCurr = vstd::lerp(positionFrom, positionDest, context->movementAnimation->progress); setViewCenter(positionCurr, context->movementAnimation->tileDest.z); if (context->movementAnimation->progress >= 1.0) { setViewCenter(context->movementAnimation->tileDest); context->removeObject(context->getObject(context->movementAnimation->target)); context->addObject(context->getObject(context->movementAnimation->target)); context->movementAnimation.reset(); } } if (context->teleportAnimation) { context->teleportAnimation->progress += timeDelta / heroTeleportDuration; if (context->teleportAnimation->progress >= 1.0) context->teleportAnimation.reset(); } if (context->fadeOutAnimation) { context->fadeOutAnimation->progress += timeDelta / fadeOutDuration; if (context->fadeOutAnimation->progress >= 1.0) { context->removeObject(context->getObject(context->fadeOutAnimation->target)); context->fadeOutAnimation.reset(); } } if (context->fadeInAnimation) { context->fadeInAnimation->progress += timeDelta / fadeInDuration; if (context->fadeInAnimation->progress >= 1.0) context->fadeInAnimation.reset(); } context->animationTime += timeDelta; context->tileSize = model->getSingleTileSize(); } void MapViewController::onObjectFadeIn(const CGObjectInstance * obj) { assert(!context->fadeInAnimation); context->fadeInAnimation = FadingAnimationState{obj->id, 0.0}; context->addObject(obj); } void MapViewController::onObjectFadeOut(const CGObjectInstance * obj) { assert(!context->fadeOutAnimation); context->fadeOutAnimation = FadingAnimationState{obj->id, 0.0}; } void MapViewController::onObjectInstantAdd(const CGObjectInstance * obj) { context->addObject(obj); }; void MapViewController::onObjectInstantRemove(const CGObjectInstance * obj) { context->removeObject(obj); }; void MapViewController::onHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) { assert(!context->teleportAnimation); context->teleportAnimation = HeroAnimationState{ obj->id, from, dest, 0.0 }; } void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) { assert(!context->movementAnimation); const CGObjectInstance * movingObject = obj; if (obj->boat) movingObject = obj->boat; context->removeObject(movingObject); if (settings["adventure"]["heroMoveTime"].Float() > 1) { context->addMovingObject(movingObject, from, dest); context->movementAnimation = HeroAnimationState{ movingObject->id, from, dest, 0.0 }; } else { // instant movement context->addObject(movingObject); } } void MapViewController::onHeroRotated(const CGHeroInstance * obj, const int3 & from, const int3 & dest) { //TODO } std::shared_ptr MapView::getController() { return controller; } bool MapViewController::hasOngoingAnimations() { if(context->movementAnimation) return true; if(context->teleportAnimation) return true; if(context->fadeOutAnimation) return true; if(context->fadeInAnimation) return true; return false; }